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Elite Dangerous: Odyssey | The Road To Odyssey Part 1 - One Giant Leap

Greetings Commanders,



Make sure you are parked at the nearest Fleet Carrier or station and pour yourself some Lavian Brandy in your favourite Hutton Mug. It is time for the first Elite Dangerous: Odyssey dev diary - One Giant Leap!


We are more excited than the Far God Cult being scanned by a Thargoid to bring you the first dev diary on our road to Odyssey, check it out here!


The first in a series of Elite Dangerous: Odyssey dev diaries One Giant Leap explores how commanders can experience light atmospheres and break new ground with exploration on foot for the first time.

Stay tuned for future episodes set to dive-in to combat, missions, environments and co-operative play over the coming months.



Tonight we will be streaming a Discovery Scanner episode at 18:00 (UTC) on the Elite Dangerous Official Twitch Channel, to take a deeper look into the dev diary with CEO David Braben, and Senior Designer Derin Halil.



o7

Tritium Efficiency Update

Greetings Commanders!

We'd like to talk about the recent patches and a change we have just made to the live game.

Since the release of Fleet Carriers we've made changes intended to balance the overwhelming effect of overlapping hotspots, with the latest update resolving the cause of this issue and bringing hotspots back in line with our original goals. Singular hotspots now provide a significant bonus to a resources' frequency over the rest of the ring and areas where multiple hotspots overlap are still more lucrative than their non-overlapped counterparts, but at much more reasonable levels.

One effect of the latest patch that we felt could be improved further was how it impacts tritium. The reduction in availability of tritium, most notably at overlapping hotspots, has made getting around the galaxy by mining the commodity more time consuming than we would like. In order to maintain the new, more natural distribution of tritium within icy asteroid rings, we will instead be increasing its effect.

Tritium is now twice as potent, allowing Fleet Carriers to consume 50% less fuel (this includes the base tritium requirement) and effectively doubling the capacity of their fuel tank. This change should be effective immediately but players may still see old values until they next log in

Thank you as always to our community for your ongoing feedback.

Fleet Carriers Update - Patch 4 Patch Notes

Greetings, Commanders!



We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Monday 3 August at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:

[h2]Patch Notes[/h2]
Mining
  • Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted.
  • Fixed issues related to diminishing returns for commodities in overlapping hotspots.


Crashes and Stability
  • Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect).


Fleet Carriers
  • Fixed an issue which stopped Fighters being restocked from a Fleet Carrier.
  • Fixed a number of issues related to Fleet Carrier positioning:
    • Better enforcement of the 16 carrier limit per body.
    • Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left.
    • Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers.


[h2]Known Issues[/h2]
Fleet Carriers
  • When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.



Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.


Thanks as always for your continued feedback!


o7

Fleet Carriers - Patch 3 - Known Issues

Greetings Commanders,



Thanks for your feedback on the latest patch! We understand that some of the changes had unexpected effects and want to address them:



Overlapping Hotspots Commodity Distribution
With Patch 3 we implemented a change that was primarily intended to bring down the effects of multiple overlapping hotspots, especially on rarer commodities (such as Low Temperature Diamonds). We're currently looking at data from the live game to determine the actual impact that it is having and will review this based on our projections. If the data does not meet our expectations we will be making changes accordingly.


Tritium
One of the most noted points of feedback we've seen so far is that the rarity of Tritium has been negatively impacted. We'd like to make it clear that any negative impact on locating and mining Tritium is unintentional and the intention is for Tritium to remain as accessible as it was prior to Patch 3.


Limited Purchasing on Fleet Carriers
Fleet Carrier purchase orders are now limited to a maximum order of 2bn Credits. This was omitted from the patch notes and we apologise for any confusion this has caused.


Console Players
A small update will take place tomorrow around midday for Xbox and Playstation users. This update won't contain any noticeable changes, but lays the groundwork for future bug fixes.



Finally, we would like to thank you all for your great feedback, we have been listening and watching and we appreciate your patience and support.


UPDATE: We are investigating the issues above, and are working on a patch. We will update you with the date for this patch as soon as we have it. Thank you for your continued patience.

Fleet Carriers Update - Patch 3

Greetings Commanders,

This patch brings a number of bug fixes and info on some known issues. The patch is expected to go live at 10:00 UTC on Wednesday, 15 July with minimal downtime. Please note that these patch notes may be edited before the update is due to go live as changes are added, removed or adjusted.

[h2]Patch Notes[/h2]

Fleet Carriers
  • A bug preventing transactions in a Fleet Carrier's market when the transaction amount was greater than the Fleet Carrier's remaining unreserved credits was fixed.
  • An issue which occurred when setting the price of a commodity on a Fleet Carrier to greater than 1 million credits was fixed.
  • Salvage commodities normally limited to search & rescue contacts, like Black Boxes or Personal Effects should now work correctly at Fleet Carriers in the open and black markets.
  • An issue which lead to some Fleet Carriers having a service only partially installed was fixed. Affected carriers have now had any of these services properly installed, but with some small side effects (see Known Issues for details).


Mining
  • An issue which allowed launching a fighter to restore sub-surface deposits on asteroids was fixed.
  • A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.


Avatars
  • A bug which affected the way hair options were selected for dark skinned characters was fixed.
    Early Game Experience
  • An incorrect destination given in the first mission was fixed.


Arx
  • An issue which prevented featured items in the store from being selected was fixed.


Trading
  • Fixed a problem with the Low Temperature Diamond commodity not decreasing its demand level as players sell commodity units to a market that demands it when the faction controlling that market has any state active in that starsystem.


[h2]Known Issues[/h2]

Fleets Carriers
  • As above, an issue with partially installed services has been fixed. Previously, these services were not accounted for in the Fleet Carrier capacity, meaning this fix may result in some Fleet Carriers going beyond maximum capacity. Affected players may notice in addition to being overfilled, their Fleet Carriers now have a crew member named Fred Bloggs. While he is a hard working crew member, Fleet Carrier owners who do not which to keep Fred Bloggs may replace him as you would any crew member when the Fleet Carrier is in an Administration system.
  • The capacity of overfilled Fleet Carriers will display as full (25,000/25,000). The used capacity can be reduced by removing cargo from the cargo bay, uninstalling services or cancelling/reducing purchase orders. This can be done to ensure your Fleet Carrier is not overfilled. Until this is done, purchase orders set in the market management interface may not work correctly. Commanders selling commodities to a Fleet Carrier which is over capacity will receive a "Transaction Cancelled: Commodity no longer required" message.


Stability Issues
  • Players may find they are having issues with being disconnected from the game when loading into systems with many Fleet Carriers present. We are aware of this issue and are working towards a solution in a future update.



We apologise for any inconvenience caused by the stability issues and as above, we are working to resolve them as quickly as possible. Thank you for your feedback and understanding!

o7